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soundscapes.txt
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2005-05-08
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// DSP Effects
// 0 : "Normal (off)"
// 1 : "Generic"
// 2 : "Metal Small"
// 3 : "Metal Medium"
// 4 : "Metal Large"
// 5 : "Tunnel Small"
// 6 : "Tunnel Medium"
// 7 : "Tunnel Large"
// 8 : "Chamber Small"
// 9 : "Chamber Medium"
// 10: "Chamber Large"
// 11: "Bright Small"
// 12: "Bright Medium"
// 13: "Bright Large"
// 14: "Water 1"
// 15: "Water 2"
// 16: "Water 3"
// 17: "Concrete Small"
// 18: "Concrete Medium"
// 19: "Concrete Large"
// 20: "Big 1"
// 21: "Big 2"
// 22: "Big 3"
// 23: "Cavern Small"
// 24: "Cavern Medium"
// 25: "Cavern Large"
// 26: "Weirdo 1"
// 27: "Weirdo 2"
// 28: "Weirdo 3"
// ATTN_NONE 0.0f
// ATTN_NORM 0.8f 75dB
// ATTN_IDLE 2.0f 60dB
// ATTN_STATIC 1.25f 66dB
// ATTN_RICOCHET 1.5f 65dB
// ATTN_GUNFIRE 0.27f 140dB
// SNDLVL_50dB = 50, // 3.9
// SNDLVL_55dB = 55, // 3.0
// SNDLVL_IDLE = 60, // 2.0
// SNDLVL_TALKING = 60, // 2.0
// SNDLVL_60dB = 60, // 2.0
// SNDLVL_65dB = 65, // 1.5
// SNDLVL_STATIC = 66, // 1.25
// SNDLVL_70dB = 70, // 1.0
// SNDLVL_NORM = 75,
// SNDLVL_75dB = 75, // 0.8
// SNDLVL_80dB = 80, // 0.7
// SNDLVL_85dB = 85, // 0.6
// SNDLVL_90dB = 90, // 0.5
// SNDLVL_95dB = 95,
// SNDLVL_100dB = 100, // 0.4
// SNDLVL_105dB = 105,
// SNDLVL_120dB = 120,
// SNDLVL_130dB = 130,
// SNDLVL_GUNFIRE = 140, // 0.27
// SNDLVL_140dB = 140, // 0.2
// SNDLVL_150dB = 150, // 0.2
// General soundscapes
// This soundscape enables automatic dsp
"automatic"
{
"dsp" "1"
"dsp_volume" "1.0"
}
// This soundscape enables automatic dsp at 50% mix - good if you have
// a lot of dialog that must be understood at any distance
"automatic_dialog"
{
"dsp" "1"
"dsp_volume" "0.5"
}
// *******************************************************************************
// ***************** E3_Techdemo_01 - 06 *****************
// e3_techdemo_01
"e3_techdemo_gmanspeaking"
{
"dsp" "10"
}
"e3_Techdemo_02"
{
"dsp" "20"
// physics room
"playlooping"
{
"volume" "0.1"
"pitch" "100"
"attenuation" "0"
"wave" "ambient/machines/courtyard_mach_loop.wav"
}
}
"e3_Techdemo_03"
{
"dsp" "1"
}
"e3_Techdemo_05"
{
"dsp" "10"
// dripping cave ambient
"playlooping"
{
"volume" "0.23"
"pitch" "100"
"attenuation" "0"
"wave" "ambient/water/corridor_water.wav"
}
}
"e3_Techdemo_06"
{
"dsp" "20"
// lake
"playlooping"
{
"volume" "0.5"
"pitch" "100"
"attenuation" "0"
"wave" "ambient/water/lake_water.wav"
}
}
"e3_end"
{
"dsp" "0"
}
// ***************** E3_Techdemo_01 - 06 *****************
// *******************************************************************************
// ****************** SOUNDSCAPE TEST ***************************************
// No DSP, no ambients
"Nothing"
{
"dsp" "0"
}
"GenericIndoor"
{
"dsp" "1"
"playlooping"
{
"volume" "1"
"pitch" "100"
"wave" "ambient/atmosphere/indoor2.wav"
}
}
"GenericOutdoor"
{
"dsp" "19"
"playlooping"
{
"volume" "0.25"
"wave" "ambient/atmosphere/indoor2.wav"
}
"playlooping"
{
"volume" "0.15"
"wave" "ambient/atmosphere/outdoor2.wav"
"pitch" "100"
"position" "0"
}
"playsoundscape"
{
"name" "d2_depot_cellblock_medium"
"volume" "0.75"
"position" "2"
}
"playsoundscape"
{
"name" "d2_depot_cellblock_medium"
"volume" "0.75"
"position" "2"
}
}
"cabin"
{
"dsp" "17"
"playlooping"
{
"volume" "0.5"
"pitch" "100"
"wave" "test/temp/soundscape_test/cabin_ambience.wav"
}
// *** TEST TV ********
"playsoundscape"
{
"name" "test_tvset"
"volume" "1"
"position" "0"
}
// ** Tower sticking out of wall
"playlooping"
{
"volume" "0.6"
"wave" "test/temp/soundscape_test/cabin_wall.wav"
"pitch" "100"
"attenuation" "2"
"position" "1"
}
// Random Sounds for Wall
"playrandom"
{
// time, volume, pitch, attenuation are all random intervals ( i.e. minval, maxval )
// every 0.5 to 2 seconds
"time" "1,4"
// at a volume of 0.25 to 0.25
"volume" "0.5,0.8"
// at a pitch of 90 to 100
"pitch" "80,120"
// play one of these .wav files randomly each time
"rndwave"
{
"wave" "test/temp/soundscape_test/wall1.wav"
"wave" "test/temp/soundscape_test/wall2.wav"
"wave" "test/temp/soundscape_test/wall3.wav"
"wave" "test/temp/soundscape_test/wall4.wav"
}
// omit position for ambient sounds
"position" "1"
// only required if "position" is present
"attenuation" "2"
}
}
"cabin_outdoor"
{
"dsp" "20"
"playlooping"
{
"volume" "1"
"pitch" "100"
"wave" "test/temp/soundscape_test/outdoor.wav"
}
"playrandom"
{
// time, volume, pitch, attenuation are all random intervals ( i.e. minval, maxval )
// every 0.5 to 2 seconds
"time" "0.1, 0.1"
// at a volume of 0.25 to 0.25
"volume" "0.5,1"
// at a pitch of 90 to 100
"pitch" "50,120"
// play one of these .wav files randomly each time
"rndwave"
{
"wave" "test/temp/soundscape_test/music_snippet1.wav"
"wave" "test/temp/soundscape_test/music_snippet2.wav"
//"wave" "test/temp/soundscape_test/music_snippet3.wav"
//"wave" "test/temp/soundscape_test/music_snippet4.wav"
//"wave" "test/temp/soundscape_test/music_snippet5.wav"
//"wave" "test/temp/soundscape_test/music_snippet6.wav"
//"wave" "test/temp/soundscape_test/music_snippet7.wav"
//"wave" "test/temp/soundscape_test/music_snippet8.wav"
}
}
}
"test_tvset"
{
"dsp" "1"
"playlooping"
{
"volume" "0.15"
"pitch" "100"
"wave" "test/temp/soundscape_test/tv_music.wav"
"position" "0"
"attenuation" "2"
}
"playrandom"
{
"time" "0.1, 0.3"
"volume" "0.1,0.15"
"pitch" "95,105"
"attenuation" "2"
"position" "0"
"rndwave"
{
"wave" "test/temp/soundscape_test/music_snippet1.wav"
"wave" "test/temp/soundscape_test/music_snippet2.wav"
"wave" "test/temp/soundscape_test/music_snippet3.wav"
}
}
}